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1082 commits

Author SHA1 Message Date
Info Teddy
8260bb2696 Fix Prize for the Reckless quicksand fix kludge
If you died in Prize for the Reckless, which is at (11,7), and respawned
in the same room, tile 59 (a solid invisible tile) would be placed at
[18,9] to prevent the moving platform from going back through the
quicksand.

Unfortunately, the way that this kludge was added is poor.

First, the conditional makes it so that it doesn't happen in ONLY
(11,7). Instead of being behind a positive conditional, the tile is
placed in the else-branch of an if-conditional that checks for the
normal case, i.e. if the current room is NOT (11,7), thus being a
negative conditional.

In other words, the positive conditional is "game.roomx == 111 &&
game.roomy == 107". To negate it, all you would have to do is
"!(game.roomx == 111 && game.roomy == 107)".

However, whoever wrote this decided to go one step further, and actually
DISTRIBUTE the negative into both statements. This would be fine, except
if they actually got it right. You see, according to De Morgan's laws,
when you distribute a negative across multiple statements you not only
have to negate the statements themselves, but you have to negate all the
CONJUNCTIONS, too. In other words, you have to change all "and"s into
"or"s and all "or"s into "and"s.

Instead of making the conditional "game.roomx != 111 || game.roomy !=
107", the person who wrote this forgot to replace the "and" with an
"or". Thus, it is "game.roomx != 111 && game.roomy != 107" instead. As a
result, if we re-negate this and take a look at the positive
conditional, i.e. the conditional that results in the else-branch
executing, it turns out to be "game.roomx == 111 || game.roomy == 107".
This ends up forming a cross-shape of rooms where this kludge happens.
As long as your room is either on the line x=11 or on the line y=7, this
kludge will execute.

You can see this if you go to Boldly To Go, since it is (11,13), which
is on the line x=11. Checkpoint in that room, then touch a disappearing
platform, wait for it to fully disappear, then die. Then an invisible
tile will be placed to the left of the spikes on the ceiling.

Anyway, to fix this, it's simple. Just change the "and" in the negative
conditional to an "or".

The second problem was that this kludge was happening in custom levels.
So I've added a map.custommode check to it. I made sure not to make the
same mistake originally made, i.e. I made sure to use an "or" instead of
an "and". Thus, when you re-negate the negative conditional and turn it
into the positive conditional, it reads: "game.roomx == 111 &&
game.roomy == 107 && !map.custommode".
2020-02-02 08:46:14 -05:00
Info Teddy
1e460721bb Fix hardcoded (19,8) all-sides warp happening in custom levels
(19,8) is hardcoded to warp on all-sides no matter what. This is fine,
except for the fact that it was doing this in custom levels, too, even
despite the fact that the warp background and color would be overridden
anyway. The only workaround was to add a warp line to the room in custom
levels. I've added a check for custommode so that this won't happen.
2020-02-02 08:43:28 -05:00
Terry Cavanagh
e439949d7d
Merge pull request #135 from InfoTeddy/code-quality-improvements
Make obj accessible from everywhere
2020-02-01 00:59:59 +01:00
Info Teddy
867e8ff0fe Make obj accessible from everywhere
Looks like in my original pull request I forgot to do this. Oh well.
2020-01-31 15:53:29 -08:00
Terry Cavanagh
ab68cd98c8
Merge pull request #134 from InfoTeddy/general-bug-fixes
Fix text() centering with x=-1
2020-01-31 23:37:06 +01:00
Info Teddy
4fa62ca0aa Fix text() centering with x=-1
The game uses magic values x=-500 and y=-500 to indicate when a text box
should be centered horizontally or vertically. It does this for x=-1
too, but it's buggy because it only looks at the first line of the text
box to center it. In this commit I fix it so that it will look at all of
the lines of the text box to center it instead.
2020-01-31 13:36:36 -08:00
leo60228
6a17625727
Add support for Unicode rendering (#47)
This uses utfcpp combined with a custom font, in the form of a PNG and text file. By default, the game acts exactly as it did before; custom fonts can be provided by third parties.
2020-01-31 13:25:37 -05:00
Info Teddy
98ac1fdb53 Set customwarpmode when createentitying warp lines
This fixes a bug where warp lines created through createentity wouldn't
work without there already being a warp line present in the room as an
edentity.
2020-01-30 23:17:30 -05:00
Info Teddy
4be6d58b82 Reset warp directions when exiting playtesting
This fixes a bug where if warpdir() was used during in-editor
playtesting, the changed warp direction would persist even when leaving
playtesting.

This would be very annoying to correct back every time you playtested
and warpdir() was used, so I've added some kludge to store the actual
warp direction of each room when entering playtesting, and then set the
warp directions back when leaving playtesting.
2020-01-30 22:15:45 -05:00
Terry Cavanagh
98151b4c2f
Merge pull request #126 from FredrIQ/master
Fix and improve handling of cancelling roomtext/scripttext input
2020-01-30 15:36:18 +01:00
Info Teddy
5a316d65e6 Allow using help/graphics/music/game/key/map/obj everywhere
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.

Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.

Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.

The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.

I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
2020-01-29 07:58:23 -05:00
Allison Fleischer
906e35244b Display menu text darker if mouse cursor is off 2020-01-29 07:55:50 -05:00
Allison Fleischer
03a4c3362a Add graphics option to toggle mouse cursor
Adds an option to show or hide the system mouse cursor over the game window.
2020-01-29 07:55:50 -05:00
Terry Cavanagh
5afba66d2e
Merge pull request #127 from InfoTeddy/general-bug-fixes
Don't re-draw horizontal and vertical warp backgrounds if gotoroom()ing to the same room in custom levels
2020-01-28 19:16:33 +01:00
Info Teddy
47ebbf15ab Don't redraw H/V warp BG if gotorooming to same room in customs
This has two benefits:
 (1) The game uses less resources when it is asked to gotoroom to the
     same room because it is no longer redrawing the warp background
     every single frame, which is very wasteful.
 (2) The warp background no longer freezes or flickers if the player is
     standing inside a gotoroom script box (which calls gotoroom every
     frame or every other frame, because every time the gotoroom happens
     the script box gets reloaded).
2020-01-27 14:46:11 -08:00
Terry Cavanagh
12497f6478
Added a general exception for any package of the Make and Play edition 2020-01-27 14:27:24 +01:00
Fredrik Ljungdahl
3cfa7b0c60 Fix and improve handling of cancelling roomtext/scripttext input
First, two bug fixes. Room text input mode wasn't properly unset
upon pressing Esc, making the prompt get stuck, requiring you to
add roomtext again and finish it to make it go away. Secondly,
escaping script text input would remove the wrong entity.

I also tweaked the handling slightly so that instead of deleting
the entity if it already existed if escaping from text input,
it merely reverts the change in script name/roomtext to what it
was previously.

I considered refactoring the editor text input handler entirely,
but figured such a change would be a bit too extensive for the
purpose of this repository.
2020-01-27 11:15:25 +01:00
Fredrik Ljungdahl
757fd49283 Draw editor entities according to ingame order
Ingame entities are drawn backwards, probably to draw the player on top,
being entity 0 (usually, at least). Make the level editor draw entities
in the same order.
2020-01-26 22:22:10 -05:00
Info Teddy
7f3d16801c Remove from M&P the room data of Final Level/Lab/Overworld/Tower
This is to make sure that the room data of those areas are not
distributed with the M&P binary, even if they are already inaccessible
because of other M&P ifdefs (I tested).
2020-01-26 12:29:20 -05:00
Fredrik Ljungdahl
3697487f47 Fix minor issue with respawning into a tower
When the game enter towermode, it adjusts player amd camera x/y depending
on what screen the player entered it from (The Tower) or the loadlevel
mode ("minitowers"; Panic Room and The Final Challenge). This code didn't
account for respawning to checkpoints. This is unlikely to matter in most
circumstances, but can cause problems in some corner cases, or with R abuse.
This could cause a player to die, respawn outside camera edges and then
immediately die again due to the edge spikes, repositioning the camera
properly. Invincibility would cause further issues, but that's Invincibility
Mode for you -- if this was the only problem I wouldn't bother.

I added a check that repositions the tower camera appropriately if a player
enter a tower as part of the respawn process.
2020-01-25 23:30:29 -05:00
Info Teddy
b79f0daa5f Move y-position assignment into its most intended branch
This is a code style fix.
2020-01-25 23:29:37 -05:00
Info Teddy
2709de9cf0 Make fast path using FillRect() when opaque
FillRect() is similar enough to memset when blending isn't used, so the
game will take a fast path drawing the roomname background when the
background is opaque.
2020-01-25 23:29:37 -05:00
Info Teddy
2f85c2a8dc Draw room names with text outline
This makes it easier to see if you have a translucent room name
background.
2020-01-25 23:29:37 -05:00
Info Teddy
df83c2d494 Add an accessibility option to be able to see through the roomname
This is the variable dwgfx.translucentroomname and <translucentroomname>
in unlock.vvv.

This lets you see through the black background of the roomname at the
bottom of the screen, i.e. it makes the roomname background translucent.
So you can see if someone decides to hide pesky spikes there.
2020-01-25 23:29:37 -05:00
Info Teddy
c49ae404af Convert roomname background to a surface, then draw that
The roomname background used to just be a simple SDL_Rect that was drawn
using SDL_FillRect with a color of 0. Unfortunately, it seems that you
cannot use transparent colors with SDL_FillRect, it just defaults to
being fully opaque. However, you CAN draw surfaces with translucency,
which seems like the easiest thing to do. But the first step is to
convert the roomname background to an SDL_Surface.

This replaces the FillRect()s with SDL_BlitSurface() in the three places
roomnames are drawn: in towerrender, in gamerender, and in editorrender.
2020-01-25 23:29:37 -05:00
Info Teddy
f6fa8dd84c De-duplicate the roomname printing code in the editor
For some reason, there are two lines that have been copy-pasted the
exact same way and in the exact same place, namely being at the end of
each branch of the if-else conditional, which makes them be executed no
matter what. If they're going to be executed no matter what, we might as
well make it clearer and take those two lines out of each branch.
2020-01-25 23:29:37 -05:00
Fredrik Ljungdahl
4ea4a1e615 Move skipblocks default setting to obj.init() 2020-01-24 20:28:15 -05:00
Fredrik Ljungdahl
9296547feb Fix tower quicksave bug (only appeared in some builds)
I ran the game through Valgrind to catch various issues.
One thing caught my attention -- map.resumedelay. This is
used by The Tower/etc to add a delay before the game is
resumed (probably for camera controls delaying it) for
spawning the player. This variable was uninitialized. Notably,
if I explicitly set it to 592851 or similar, it reproduces the
bug, even if I cannot reproduce it with my typical compilation
flags. So fixing this by initializing it to 0, alongside some
other Valgrind warnings, should fix the problem entirely.
2020-01-24 20:28:15 -05:00
Fredrik Ljungdahl
2ec1106741 Fix level editor not using LoadTiXmlDocument 2020-01-24 16:45:18 -05:00
Fredrik Ljungdahl
5862af4445 Add a null terminator to loaded TinyXML files (#117)
* Add a null terminator to loaded TinyXML files

The TinyXML parse() function expect a C-like string, including terminator.
When xml loading was changed, it loaded the file, but included no such thing.
Thus, we load the file, then reallocate the memory so that we can insert a
null terminator to it, before passing it to parse().

* Tweak TinyXML file loading

Instead of first loading the file content into memory, then reallocate it
to add a null pointer, add an argument to the file load function for whether
to append a null terminator or not, defaulting to false. It still returns the
length without the null pointer in case a length ptr is passed.
2020-01-24 15:35:46 -05:00
Dav999-v
3dee27db7b Remove superfluous whitespace in entity XML data in level files (#119)
An earlier change caused TinyXml to prettyprint specifically the
contents of entities (script names and roomtext) a bit more than
before in level files, and added an unusually high amount of whitespace
(particularly, it added an empty line to every entity). This happens
because, for some reason, an empty string is explicitly being added
when creating an entity XML element. The line is so mysterious it feels
like it probably somehow solved a nasty bug long ago and shouldn't be
touched, but it was probably just a mistake, and with all that
whitespace it doesn't look good.
2020-01-24 14:25:21 -05:00
Stelpjo
9cf5112f0d Added myself to CONTRIBUTORS.txt 2020-01-24 12:26:21 -05:00
Stelpjo
09af7c2b5f Added an apostrophe to 'controllers' in game options 2020-01-24 12:26:21 -05:00
Info Teddy
a02d776b00 Make foundtrinket() be accurate in custommode
Previously, if it was called in a custom level, it would say "out of
Twenty" no matter what, even if the level had zero trinkets. This commit
fixes that.
2020-01-23 10:00:26 -05:00
Info Teddy
37507c147f Abstract UtilityClass::number() to be more generic
Previously, it was a hardcoded list going up to fifty.

This time, it's less hardcoded. Most of the time, it will take a number,
find out its tens-place word, find out its ones-place word, and combine
the two together. There are special cases for the teens, and the numbers
zero through nine, and one hundred.

Also, now if it is given a negative value, it will just return "???"
instead.

If there are more than one hundred it will still say "Lots".
2020-01-23 10:00:26 -05:00
Info Teddy
cd7cc317b5 Up the trinkets/crewmates limit to 100
2.2 will handle this just fine, because there are 100 slots allocated
for trinkets and crewmates, and it will save and load all 100 slots just
fine. Except, it only resets the first 20 slots when starting a level
from the beginning, but that's minor and already fixed in 2.3 anyway.

This commit makes it so you can now place up to one hundred trinkets and
crewmates in the editor.
2020-01-23 10:00:26 -05:00
Terry Cavanagh
782ce95d11
Merge pull request #115 from FredrIQ/master
Make the level editor use font outlines
2020-01-23 14:59:53 +01:00
Fredrik Ljungdahl
76792e652a Don't outline entity directions (looks odd and can never be hard to see) 2020-01-23 14:53:35 +01:00
Info Teddy
e8fd134a43 Fix X and Y coordinates getting reversed in editorclass::reset()
When editorclass::reset() was resetting the contents of the level
previously, it was mixing up the X and Y bounds. The Y bound was
supposed to be 30*maxheight, and the X bound was supposed to be
40*maxwidth. Instead, it took 30*maxwidth as its Y bound and
40*maxheight as its X bound.

Then, when it actually indexes the contents vector to set each tile to
0, it used 30*maxwidth instead of 40*maxwidth.

The difference between width and height is a bit hard to spot, but one
thing you can do to remember the difference is to remember the fact that
X corresponds with width, and Y corresponds with height. Also, rooms are
40 by 30 tiles, and so X (and therefore width) should correspond with
40, and Y (and therefore height) should correspond with 30.

As a result of mixing up the variables, whenever you played a 20x20 map,
quit the level and then started making a new 20x20 map, the tiles of the
last four rows of the previous map would persist, from y=16 (1-indexed)
all the way to y=20 (1-indexed).

I don't recall anyone ever running into this bug before, which is a bit
strange. But if no one truly has ever ran into this bug before, then I'm
genuinely surprised.

While working on the patch to fix the enemy type room property of each
room not getting reset, and testing the fix, I noticed that for some
reason some contents of the previous level I played in order to test the
enemy type property persisting was ALSO persisting alongside the enemy
type property.

Then I read the code and when I realized that the X and Y bounds were
getting mixed up I groaned. Very loudly.
2020-01-23 08:42:35 -05:00
Info Teddy
8e9970d619 Reset enemy type in editorclass::reset()
This fixes a bug where if you loaded a level, then started making a new
level in the editor, the enemy types from the previous level would
persist.

While working on VVVVVV: Community Edition and adding a new room
property for enemy speed, I noticed that enemy type was not getting
reset at all. After some testing, I confirmed that this was the case. So
this bug is fixed now.
2020-01-23 08:39:55 -05:00
Fredrik Ljungdahl
48c71c158d Add myself to CONTRIBUTORS.txt 2020-01-23 14:24:54 +01:00
Fredrik Ljungdahl
ca9f577fc4 Make the level editor use font outlines for text appropriately 2020-01-23 14:23:56 +01:00
Info Teddy
f9525020bb Call nexttowercolour() when exiting to menu
This fixes a bug where you could get mismatched text and background
colors on the menu screen by being in the Tower and exiting at a certain
time. The background when mismatched will always be red, which seems to
have something to do with the fact that when you enter the Tower the
game always sets the background to be red. I could get a quick repro
setup going by starting in the checkpoint in Teleporter Divot, then
quickly entering the Tower, exiting, then re-entering, then pressing Esc
and quitting - all done very quickly.

The important thing about this mismatch is that it's only temporary, and
will be corrected when you press ACTION and the color of the text and
background in the menu both change at the same time, which is what
map.nexttowercolour() does. So all I do is simply call that function
when exiting to the menu, and it will fix the color mismatch.
2020-01-22 20:26:54 -05:00
Info Teddy
cb642ec506 Don't quick fade when using niceplay()
Earlier in 53950e14de65a54d9369c5183a16337782d3dc4e, I made playing a
song while a song was already fading quickly fade out the current song,
but then added an exception for if the fade came from the musicfadeout()
command. This commit adds another exception for if the fade came from
niceplay(), since otherwise the music transitions between areas in the
game would go too quick.
2020-01-22 20:26:16 -05:00
Info Teddy
bff9b850b7 Reset game.pausescript in hardreset()
This fixes an issue where you could softlock the game if you exited
playtesting mode by pressing Esc while a "- Press ACTION to advance text
-" prompt was onscreen, then re-entered playtesting and then started any
script.

The "- Press ACTION to advance text -" prompt is most directly
controlled by game.advancetext, but when it appears game.pausescript is
usually set as well. You need to have both variables on at the same time
in order to press ACTION. If only advancetext is on, then you won't be
able to flip but can still move around, but if only pausescript is on,
then the game softlocks because the only way you can turn pausescript
off is by pressing ACTION, but the game will only let you press ACTION
if *both* advancetext and pausescript are on.
2020-01-22 20:25:54 -05:00
Info Teddy
90cab340f1 Copy the backBuffer to the tempBuffer in towerrender()
This fixes a bug where bringing up the pause screen while in a tower
would draw the room you entered BEFORE the tower during the time it took
for the pause screen to be brought up or down.
2020-01-22 09:56:19 -05:00
Info Teddy
9f6a60c298 Reset cutscene bar position in hardreset()
This fixes a bug in the editor where if you had cutscene bars active
while exiting playtesting, when you re-entered playtesting, the bars
would do their closing animation even though they should be already
gone.
2020-01-22 07:47:15 -05:00
Info Teddy
31efc9b3ce Fix out-of-bounds array access in findstartpoint()
Out-of-bounds array access is Undefined Behavior, which means Bad
Things.

In this particular case, it was indexing an array by using the
`testeditor` variable. Which is fine, except it was indexing that array
*in a conditional that only happens if `testeditor` is -1*. So it was
indexing an array at position -1, which is Out of Bounds and is Not
Good.
2020-01-22 07:46:46 -05:00
Terry Cavanagh
5934802fca
Added a technicality I just realised, lol 2020-01-22 12:59:09 +01:00
Info Teddy
794ef29638 Fix bug with displaying translucent pixels incorrectly
For a long time, VVVVVV has had an issue where if you used custom
graphics with translucent pixels (i.e. pixels whose opacity was neither
0% nor 100%, but somewhere between 0% and 100%), those pixels would end
up looking very ugly. They seemed to be overlaid on top of some weird
blue color, instead of actually being translucent.

This bug only occurred when in-game and not in towermode. So, most of
the time, basically. The translucent pixels only displayed properly
inside the Tower, both minitowers, and the editor (when not
playtesting).

I traced this down to the use of the magic number 0xDEADBEEF in
Graphics::drawmap() and Graphics::drawfinalmap(). Looks like someone had
fun finding a color. Was it you, simoroth? Anyway, I've changed it so it
simply uses 0 instead. Note that this magic number needs to be changed
for BOTH FillRect() and OverlaySurfaceKeyed(), or else the game's
background will be some random solid color instead of actually being
drawn properly.
2020-01-21 23:33:33 -05:00